head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Competitive PvP
The N64 original that turned Nintendo mascots into a percent-and-knockback platform fighter.

Execution · Competitive PvP
A car-soccer game testing aerial control and prediction of human opponents.
Super Smash Bros. leans Execution (Competitive PvP); Supersonic Acrobatic Rocket-Powered Battle-Cars leans Execution (Competitive PvP).
Supersonic Acrobatic Rocket-Powered Battle-Cars leans a little harder on execution, though the gap is small.
Super Smash Bros.
Z-cancels and DI demand fast precise inputs despite simple controls.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Aerial car control and ball-striking precision is the lead
Super Smash Bros. leans a little harder on reads, though the gap is small.
Super Smash Bros.
Edgeguard and tech-chase guessing against adapting humans decides stocks.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Predicting human opponents' positioning and rotations matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros.
Item spawns add randomness; tournament rules strip most of it.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Little randomness in deterministic physics
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Super Smash Bros.
Stage positioning and percent-based kill setups are learnable.
Supersonic Acrobatic Rocket-Powered Battle-Cars
Boost management and rotation strategy form a real layer
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.